Management:
-[X] Management
--[X] (Construction) Improve Decent House 1d6
--[X] (Construction) Improve Basic House 1d6
--[X] (Multicraft) Make Meat-Keeping Sticks 10d6
--[X] (Multicraft) Make Exploding Charms 5d6
--[X] (Fields) Clear Fields 11d6 (6d6 from Scythe and Plow, +2 Successes from Ox)
--[X] (Resources) Cloth 8d6 (3d6 from Wood Axe)
If we do 1d6s for building stuff that could get useful, maybe also 1d6 to upgrading the workshop?
Another bonus die sounds like it one of those "always useful to have" things.

[X] Plan Opening The Meteor
[X] Muna: The Taming of Freedfire (Grants Wildfire Hugareida)
 
If we do 1d6s for building stuff that could get useful, maybe also 1d6 to upgrading the workshop?
Another bonus die sounds like it one of those "always useful to have" things.

The issue is that upgraded buildings have higher maintenance (which permanently drops our Management pool) and we're already getting marginal on our Management Dice Pool. We actually need bigger houses (or at least one bigger house...maybe we don't up the Basic one to Decent quite yet, I'll actually remove that for now, upon reflection, leaving that one at Basic) to fit everyone once the kids are born (we currently have 6 people, Halla's triplets and our farmhand's kid make for a total of 10)...we don't need a better workshop in the same way.

It's arguable we've already built up too much, too fast, to be self-sustaining and we probably will need to buy Fodder at least once in here to keep things stable...any reductions to the Management Dice Pool in future need to be examined very carefully.
 
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[X] Muna: Feasting with the Family (Grants a bonus towards fighting alongside family)

[X] Plan Opening The Meteor

I think people are underestimating the family boost. We can get fire bonuses all the time.
 
I think people are underestimating the family boost. We can get fire bonuses all the time.

New Hugareida, and upgrading existing Hugareida, are both pretty rare. We have, over the entire game, had that happen exactly three times before this and only one of them was fire-related. I agree the family option sounds very good, but I'm not at all convinced it's rarer than the alternative.
 
One important thing that Halla can learn from Bible study would be the Adversary, Satan. The knowledge on how Christian's thought and actions of the Adversary should aid Halla in dealing with the Enemy even if the knowledge isn't one to one.

[X] Muna: The Taming of Freedfire (Grants Wildfire Hugareida)
 
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[X] Muna: The Taming of Freedfire Alt (Improves Ignition Hugareida)

[X] Plan Opening The Meteor
 
One thing important that Halla can learn from Bible study would be the Adversary, Satan. The knowledge on how Christian's thought and actions of the Adversary should aid Halla in dealing with the Enemy even if the knowledge isn't one to one.
Not sure about that. Satan's a tempter and a deceiver. The Enemy, meanwhile is more about brute force. They use the massive power differential to alter Fate against us and to place landmines in the path to discovering true Norse Cultivation. I'm not sure how learning about the first will aid us against the second?
 
[X] Muna: The Taming of Freedfire Alt (Improves Ignition Hugareida)

I would prefer accessing more types of Muna, Wildfire would be great for burning down armies, but presently AOE effects aren't what we need, so. Gah. Necessity.
 
So, how are we planning to expose Horra? We're now officially on the clock before things get very, very messy. 2 years sounds like a lot at first, but I have no doubt it'll go by fast.
 
Not sure about that. Satan's a tempter and a deceiver. The Enemy, meanwhile is more about brute force. They use the massive power differential to alter Fate against us and to place landmines in the path to discovering true Norse Cultivation. I'm not sure how learning about the first will aid us against the second?
Eh, altering Fate sounds more in the vein of trickery and deception rather than brute force.
 
So, how are we planning to expose Horra? We're now officially on the clock before things get very, very messy. 2 years sounds like a lot at first, but I have no doubt it'll go by fast.

I mean, we're gonna have our Fylgja stalk Horra (using our Hidden in Rags Twist and the fact that, as an owl, it's already sneaky) and find his ritual site and use that site as evidence to get him outlawed. That's the plan, and we can do it as soon as Summer rolls around, or at least begin. We need to focus on Wildcraft, Tracking, and Scouting a bit to do that, and will need to put some defensive Tricks in the Fylgja during those turns, but it seems achievable.

If that doesn't work we'll need to start looking for other options.
 
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Eh, altering Fate sounds more in the vein of trickery and deception rather than brute force.
Perhaps, but it's still brute force compared to what Satan would do, although the Lord of Lies sets a rather high bar. The Devil would more likely play up the perverse incentives already present in Norse cultivation. He'd likewise offer temptation after temptation for us to take a break from our quest to improve Norse Cultivation. He might even throw some dilemmas our way, forcing us to either stop/slow our growth or suffer the death of a loved one, for example.
 
1. Does a Good House cost 3 Maintainence or 4 Maintainence?
2. I think with our animal and fodder situation we might want to look at sacrificing excess animals for Hamingja or donate them for Drengskapr. Is that something we can do? Animals are more 'valuable' than their products after all.
3. Would using fire hugareida (Campfire particularly) to clear fields be something we do as a research action, or a more general action? Orthsirr into fields progress would be very good right now.
4. Storehouse is I think the worst possible building in terms of Maintainence: Storage capacity.

Also guys we need to do something about our impending Fodder disaster, it's really not looking good. Slaughter animals (meat-keeping stick FTW), sacrifice them, give them away, we need to reduce our Fodder consumption somehow. Push comes to shove I would suggest eliminating the Sheep first. We have got lotsa money.

[ ] Donate to a family in need (+1 Drengskapr for 12 Food/Fodder)
Interesting, dropped from max 3x to 1x? I would have thought that the winter would have made their food situation worse..
 
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[X] Muna: The Taming of Freedfire Alt (Improves Ignition Hugareida)
[X] Plan Opening The Meteor
 
Built:
-Your Decent House (Requires 2 Maintenance)
--Has enough room for 5 humans and 8 animals
---You, Abjorn
--Has enough room to Store 15 Food and 24 Fodder
-Basic House (Requires 1 Maintenance)
--Has enough room for 3 humans and 4 animals
---Kurt, Haydis, Stigmar
--Has enough room to Store 9 Food and 12 Fodder
-Decent Workshop (Requires 2 Maintenance)
--Unlocks Multi-Crafting
--+2 to Crafting Rolls
-Decent Barn (Requires 2 Maintenance)
--Has enough room for 24 animals
--Has enough room to Store 72 Fodder
-Decent Storehouse (Requires 2 Maintenance)
--Has enough room to Store 24 Food and 24 Fodder

Building Efficiency Analysis:

Basic House: 3 Humans, 4 Animals, 9 Food, 12 Fodder per
Decent House: 2.5 Humans, 4 Animals, 7.5 Food, 12 Fodder per (+niceties of living in a nicer house)
Decent Barn: 12 Animals, 36 Fodder per
Decent Storehouse: 12 Food, 12 Fodder per
Decent Workshop: Spec

(Barns/Storehouses don't seem to allow multibuilding unlike houses though, so that's a factor.)

Going forward:

1. If Good qual buildings are 3 Maintainence, we should get as many Good/Best/etc buildings as opposed to more. (Implies progression cost of 1/2/3/4..) - Also much more prestige-efficient to get better buildings than more.
a. If Good Buildings are 4 Maintainence, then only Barn and Houses are worth getting the upgraded forms of. (Implies progression cost of 1/2/4/8..)
2. We need to figure out a good use-case for the Cloth from Sheep, because Fodder -> Cloth -> Money is not very desirable at the moment. As in, I think we could probably make more money by either finding and then tapping a resource, or multicrafting a magic item (meat keeping sticks!) and then selling those.
3. Obviously get rid of all animals that aren't 'Fine' or better quality ASAP.

Storerooms suck. Especially with Animals making food from nothing fodder. They have a terrible Maintenance : Outcome ration.

Edit: With enough meat-keeping sticks, a weirdly hilarious strategy would have been massing out a bajillion meat-keeping sticks, getting a bajillion low quality animals, then repeatingly slaughtering them again and again and again while accumulating a massive pile of fresh animal corpses. We would have gotten a.. reputation.. if we did that though.

This would basically be, buy like 20 basic cows, 1 Fine Bull, then keep slaughtering the (Basic) cows nonstop. Well realistically, pigs, but there were no pigs for sale so.
 
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Also guys we need to do something about our impending Fodder disaster, it's really not looking good. Slaughter animals (meat-keeping stick FTW), sacrifice them, give them away, we need to reduce our Fodder consumption somehow. Push comes to shove I would suggest eliminating the Sheep first. We have got lotsa money.

I mean, come Summer we can just buy some Fodder. Buying, like, 144 Fodder or something is fine to do then and we can afford (it's gonna be, what, 1 silver per 12 Fodder or so at most? I guess a little more if there's a Fodder Shortage). We probably want to sell or sacrifice some of our excess animals, but no need to get rid of animals en masse yet.

We'll actually be able to acquire the 108 Fodder needed for 18/turn or close to it over the summer if we devote all our Management dice to that, and self-sufficiency is good enough that we should indeed do that...we still want to buy Fodder once as insurance for lean years where we roll bad and new animals being born, but our 'Maintenance Fodder' is more or less doable.

Building Efficiency Analysis:

Basic House: 3 Humans, 4 Animals, 9 Food, 12 Fodder per
Decent House: 2.5 Humans, 4 Animals, 7.5 Food, 12 Fodder per (+niceties of living in a nicer house)
Decent Barn: 12 Animals, 36 Fodder per
Decent Storehouse: 12 Food, 12 Fodder per
Decent Workshop: Spec

This all seems correct, yes.

(Barns/Storehouses don't seem to allow multibuilding unlike houses though, so that's a factor.)

No, we've been told we could build more of any building if we wanted. I dunno why only some are listed.

Going forward:

1. If Good qual buildings are 3 Maintainence, we should get as many Good/Best/etc buildings as opposed to more. (Implies progression cost of 1/2/3/4..) - Also much more prestige-efficient to get better buildings than more.

Only once we can afford to lose the Management dice. Efficiency per die lost is great, but not worth losing dice you can't afford to get rid of.

a. If Good Buildings are 4 Maintainence, then only Barn and Houses are worth getting the upgraded forms of. (Implies progression cost of 1/2/4/8..)

Sounds right, though I suspect it's the other way.

2. We need to figure out a good use-case for the Cloth from Sheep, because Fodder -> Cloth -> Money is not very desirable at the moment. As in, I think we could probably make more money by either finding and then tapping a resource, or multicrafting a magic item (meat keeping sticks!) and then selling those.

We don't know what Meat-Keeping Sticks would sell for, so this is super premature. Like, right now each success in Clothmaking nets us 4 Cloth, which is to say every six successes net us 24 cloth, which is the equivalent of 4 Silver. Alternatively, we could get, with the same successes, a total of 3 Meat-Keeping Sticks...do Meat-Keeping Sticks sell for better than 1 silver a piece if we take them to market? I have no idea, but I actually doubt it...they're neat, but not that neat.

If they do they're likely a better investment, if they don't they aren't, money-wise, so we only need as many as we're gonna use.

Additionally, we do know that Multicrafting doesn't add success bonuses from tools and the like, but clothmaking should add the 4 bonus successes from our Work Knife, so we should definitely keep at least 1d6 there to reap that benefit no matter what. Actually...that doesn't seem to have happened the past couple of turns, did that rule get changed?

3. Obviously get rid of all animals that aren't 'Fine' or better quality ASAP.

Nah. Fodder converting to Food is still a significant net gain with most animals, certainly with Good ones, even if we have to sell food for fodder at some point. Now, we want to improve our entire stock to Fine as we have the ability, but that's a slightly different thing and worth bearing in mind as such.

Storerooms suck. Especially with Animals making food from nothing fodder. They have a terrible Maintenance : Outcome ration.

They're not great, no.

Edit: With enough meat-keeping sticks, a weirdly hilarious strategy would have been massing out a bajillion meat-keeping sticks, getting a bajillion low quality animals, then repeatingly slaughtering them again and again and again while accumulating a massive pile of fresh animal corpses. We would have gotten a.. reputation.. if we did that though.

This would basically be, buy like 20 basic cows, 1 Fine Bull, then keep slaughtering the (Basic) cows nonstop. Well realistically, pigs, but there were no pigs for sale so.

This is only valuable if we want to stockpile a bunch of Food, which I don't think we do, not urgently anyway. We certainly want enough to get through lean times...but we have that and more already.

So, @Imperial Fister, this provokes a few questions:

1. To reiterate Shard's question, what's the Maintenance on a Good building, 3 or 4?
2. Should we not be getting bonus successes on the clothmaking roll from our Work Knife? It'd be a very straightforward +16 cloth each of the two times it's occurred if done retroactively here (an extra 32 cloth to our inventory).
3. Examining the math storerooms are kind of just bad. Is there some hidden advantage to them, could their capacity be increased somewhat, or are they just kinda bad? Also, actually, why do they cost as much Maintenance as other buildings...a storeroom is probably a basement of some sort and likely smaller than a house or barn in square footage and not exposed to the elements and seems like it'd thus require a bit less maintenance, maybe?
 
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1. What's the Maintenance on a Good building, 3 or 4?
3
2. Should we not be getting bonus successes on the clothmaking roll from our Work Knife? It'd be a very straightforward +16 cloth each of the two times it's occurred if done retroactively here.
I'm pretty sure I actually added it to the last one. But sure, I'll add it to the first.
3. Examining the math storerooms are kind of just bad. Is there some hidden advantage to them, could their capacity be increased somewhat, or are they just kinda bad? Also, actually, why do they cost as much Maintenance as other buildings...a storeroom is probably a basement of some sort and likely smaller than a house or barn in square footage and not exposed to the elements and seems like it'd thus require a bit less maintenance, maybe?
Storehouses also store all your other resources. While it doesn't matter all that much right now, as all you've got is cloth, but if you, say, found iron, silver, or even gold on your land, you probably wouldn't want to just have it sitting out where any random spirit magpie could be like 'ooo shiny' and grab it.

But, I'll increase the amount they store while decreasing maintenance. What sounds like a good number?
 
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Interesting, dropped from max 3x to 1x? I would have thought that the winter would have made their food situation worse..

This was a mechanics change to keep us from, say, getting 9 Drengskapr per year...which would rapidly become excessive.


Sweet.

I'm pretty sure I actually added it to the last one. But sure, I'll add it to the first.

It didn't look like it to me when I checked.

EDIT: Yeah, here it is, no Work Knife bonus:

(Cloth: 6, 6, 6, 4, 2, 2, 6, 2)24 Cloth

The x4 is confusing for a moment, but that's a separate bonus from having high quality sheep, not a tool.

Storehouse also stores all your other resources. While it doesn't matter all that much right now, as all you've got is cloth, but if you, say, found iron, silver, or even gold on your land, you probably wouldn't want to just have it sitting out where any random spirit magpie could be like 'ooo shiny' and grab it.

But, I'll increase the amount they store while decreasing maintenance. What sounds like a good number?

Ah! That makes sense. Honestly, just dropping the Maintenance by 1 makes the building a solid choice at Decent (making it go up by 24/24 at Good to 48/48 total would keep it equally good at that level).

Like, 0 Maintenance for 12/12 storage is obviously a great rate, and 1 Maintenance for 24/24 is still very solid (and lets us centralize to protect other valuables, as you say)....2 Maintenance for 36/36 would be less enticing, though (hence the suggestion above).

Upping it to 15/15 per level rather than 12/12 would also be a solid upgrade if you want to go that route.
 
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It didn't look like it to me when I checked.
Huh, weird. I'll add it in. That'd be 32 in total, right?
Ah! That makes sense. Honestly, just dropping the Maintenance by 1 makes the building a solid choice at Decent (making it go up by 24/24 at Good to 48/48 total would keep it equally good at that level).

Like, 0 Maintenance for 12/12 storage is obviously a great rate, and 1 Maintenance for 24/24 is still very solid (and lets us centralize to protect other valuables, as you say).
Alrighty, sounds good to me.

Another nice benefit of having separate Storehouses (from the rest of the farm) is that when you invite people over for feasts, they don't get a good look at all your goodies and, if they 'get lost', then it limits the potential places they could've 'gotten lost' in.

Now, the drawback on that front is that if, say, someone did manage to break in and get at your stuff, you're not there to protect it. But they'd have to get past the various protections I know for a fact some of you are already thinking about first.
 
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